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Alliances, Pacts, and Trade in Aleryos

Join an alliance, develop its territories, sign pacts, and trade with players or enabled Federation services.

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In Aleryos, an alliance brings players together around a shared depot, shared technologies, and diplomacy. To trade resources with an outside player, you need a Commercial or Total Pact. In universes where its services are enabled, the Federation also lets you trade without a partner.

What an alliance offers

An alliance has a leader, ranks, and permissions: view activity, manage members, negotiate, declare war, upgrade territories, or start technologies. The server checks these permissions for every important action.

Members do not need a pact to send resources to one another. They share a chat channel and can launch group attacks together against PvE factions. There is no group defense: each player protects their own planets, which is why the planet defense guide is useful.

The depot and territories

The Alliance > Territories tab brings together the alliance's shared buildings. The first is the alliance depot: each member can deposit Iron, Crystal, and Aether from one of their planets. A donation is final, does not create a personal balance, and the depot does not redistribute resources to players.

At level 0, the depot holds up to 1,000,000 Iron, 700,000 Crystal, and 300,000 Aether, and each level doubles these capacities. Upgrades are paid for from the depot (500,000 Iron, 300,000 Crystal, and 100,000 Aether, doubled at each level) and initially take 3 hours, with the time increasing slightly at each level. An alliance can have only one construction project at a time.

The depot also funds navigation relays. As soon as two relays are complete, they form a network: an alliance fleet that saves time by using them reaches the entrance, crosses the corridor at double speed, then continues toward its target. The corridor consumes twice as much Aether, paid at takeoff, and the game uses it only if it genuinely shortens the trip.

The first relay costs 5 million Iron, 3 million Crystal, and 2 million Aether, and each later relay costs five times as much as the previous one. Construction takes 48 real-world hours. Only members of the alliance that owns the relays can use them.

Alliance technologies

Alliance technologies provide shared bonuses: production, time, fleets, combat, espionage, exploration, or certain costs, depending on the technology. Members fund them by donating tokens. Once the threshold is reached, an authorized member starts the upgrade, and the bonus activates for everyone when it is complete.

The secondary alliance

A main alliance can create one secondary alliance, with up to 10 members, permanently linked to it. Each branch has its own members, points, depot, technologies, and diplomacy. No hostile action is possible between the two, and the main alliance's leader leads both branches. The “Federation” chat channel brings together members of both branches; it has nothing to do with the Federation market described below.

When a player leaves or is expelled from an alliance, a 6-hour truce prevents attacks, espionage, and hacking between them and their former allies.

Commercial Pacts and Total Pacts

Pacts are signed between players (Relations page, Pacts tab) or between alliances (Alliance > Diplomacy, by the leader or an officer authorized to negotiate).

PactWhat it allowsWhat it blocks
CommercialTransport and Deployment between signatories, and therefore tradenothing: hostile actions remain possible
Totalthe samenew attacks, espionage, and Hacking departures

Missions already launched resolve normally. A pact cannot be broken while a trade is still open between the two sides, and ending it is followed by a 6-hour truce.

The two pact types offered under Relations: Commercial and Total.
Relations → Pacts offers Commercial and Total Pacts; no request is sent. Actual screenshot of the game in French, on an advanced account; the displayed values are an example, not requirements.

Trading with another player

To trade with another player, you need an active Commercial or Total Pact with them, signed either between the two of you or between your alliances. The pact is already in place between members of the same alliance. You can then deliver resources or units through a Transport mission, in space or on the ground. A space Deployment to another player is also possible, but it accepts only Recyclers.

The Relations page, Commerce tab, records each delivery in Iron equivalent (1 Crystal is worth 1.5 Iron; 1 Aether is worth 3 Iron). A trade remains open for 48 hours after the first delivery, which also lets you lend resources and be repaid. It can be closed only if the difference between the two sides does not exceed 25%. You can help a weaker player, but an unbalanced transfer that benefits the stronger player is called pushing; it is prohibited and may result in sanctions.

Astrium, on the other hand, cannot be traded between players.

The Federation market

  • Iron
  • Crystal
  • Aether
  • Echoes

The Federation market and the Smuggler are available only when they have been explicitly enabled in your universe. Open them from the “Federation” item in the menu. The hub appears on the galaxy map, but you cannot launch a mission to it: everything happens from this page, which also brings together the Echo Shop.

The Federation is not a type of alliance and does not bind you to any other player. Do not confuse it with the “Federation” chat channel, which brings together a main alliance and its secondary alliance.

The universal market: trading Iron, Crystal, and Aether

If you are looking for the equivalent of OGame's Merchant, this is the market. It does not connect you with other players: it trades against a reserve shared by the whole universe. You give Iron, Crystal, or Aether and receive another of these three resources. To trade directly with another player, you need a Commercial or Total Pact, then a Transport mission; the trade is tracked under Relations > Commerce, described earlier in this guide.

Each resource has a reference value: 1 for Iron, 1.5 for Crystal, and 3 for Aether. Its rate then varies between 75% and 125% of that value. A resource in high demand becomes more expensive, while one that players sell in large quantities goes down in price. The cost of a trade depends on the rate of the resource you receive.

A 10% commission and 6 Echoes per trade are added to that cost. You can request an exact quantity or set a budget: the game then calculates the largest possible quantity, including fees. The quote remains valid for 5 minutes. After confirming a trade, wait 1 hour before the next one, regardless of the planet.

The trade takes time. Two convoys depart together, one carrying your payment and the other your delivery. Since they occupy two mission slots, keep two slots free before confirming.

Stocks are limited. Each week, the reserve is replenished to at least 10 resource chests of 24 hours' production. The top-up happens on Monday at 00:00 UTC, which is 2:00 a.m. in Paris during daylight saving time and 1:00 a.m. during standard time. An exhausted resource cannot be purchased again until a payment convoy arrives or the following Monday.

The Smuggler, when the market runs dry

The Smuggler is a fallback option when this service is enabled in the universe. You can call on the Smuggler only if the stock of the resource you want is at zero in the market, and the service closes as soon as that resource is back in stock. The Smuggler makes the resource they deliver and keeps your payment: nothing goes back to the market, and rates do not change.

Its cost follows the rate of the resource you receive, with a markup but no market commission. Requesting a quote is free, and each confirmed trade also costs Echoes. Renegotiating an active quote costs 150 Astrium and draws a whole-number surcharge from 15 to 25 points: the result can improve or worsen the offer. This random Smuggler mechanic is distinct from the store.

The Echo Shop

The Echo Shop accepts only Echoes, never Astrium. Echoes cannot be bought with real money: you receive them as rewards for your actions, activities, and events. For example, you can earn them by voting for the game, through the Activity Bonus, daily, weekly, and monthly mission streaks, or during certain explorations. The “Faction & Federation” tutorial gives you 50.

Each item has a fixed cost and a known effect; there is no random draw.

ItemWhat you receiveCost
Direct resources1, 6, 12, or 24 hours of Iron, Crystal, or Aether production, delivered to the planet you choose2, 8, 15, or 30 Echoes
Time CatalystReduces a queue by 5 minutes to 24 hours: buildings, technologies, population, shipyard, devices, or defenses2 to 60 Echoes
6-hour boostsAttack, hull, shield, or speed, at 10%, 20%, or 30%8, 23, or 38 Echoes
Espionage bonus1 additional level on your next space or ground espionage operations, for 1, 2, or 3 uses50, 80, or 110 Echoes

Check your storage before buying resources, because any excess is lost. The Catalyst is rejected without charging you if the selected queue is empty. Two boosts of the same type do not stack, and a speed boost applies only to missions launched after purchase. Echoes are also used to pay for faction skills.

Vellambre, the traveling merchant

Vellambre is a merchant ship visible on the map. Send a Probe to receive a personal offer selected at random: Weave Resonators, an accessory fragment, or a rare resource. You get one transaction per trip, and Vellambre leaves again a few hours later.

If you're coming from OGame

In OGame, an alliance can sign agreements and non-aggression pacts, and the Merchant exchanges your resources for Dark Matter. In Aleryos, the Total Pact serves the role of a non-aggression pact, while the Commercial Pact enables trade without offering protection. When the Federation market is enabled in the universe, it fills the Merchant's role: it costs resources, a commission, and Echoes, never real money. The alliance also has a shared depot, relays to speed up its fleets, and shared technologies.

Frequently asked questions

Do you need a pact to send resources to an ally?

No. A pact is already in place between members of the same alliance or between a main alliance and its secondary alliance. You need a Commercial or Total Pact with an outside player.

What is the difference between a Commercial Pact and a Total Pact?

Both allow Transport and Deployment. A Total Pact also blocks new attacks, espionage, and hacking between the signatories.

How do you trade in Aleryos?

There are two ways. With another player, sign a Commercial or Total Pact, then deliver your resources in a Transport mission; Relations > Commerce tracks the trade. Through the Federation, if the market has been enabled in your universe, you can trade Iron, Crystal, and Aether against a shared reserve, with a 10% commission, 6 Echoes per trade, and a 1-hour wait between trades.

When is the Smuggler available?

Only after this service has been explicitly enabled in the universe, and only when the stock of the resource you want is at zero in the Federation market.

Is the Federation an alliance?

No. It is a trading hub separate from your alliance; the availability of the market and the Smuggler depends on whether they have been enabled in the universe.

For details: main and secondary alliances, alliance permissions and technologies, relations and pacts, trading between players, trade value and loans, Federation market and Smuggler, and Vellambre.

Also read: getting started, defending your planets, space combat and simulator, factions and heroes, exploring space, and Astrium and in-game purchases.

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